I´m not fixed on the 22 lands tho... might end up swaping one key for the 23 land, I have been reading -I realy have!- on the mana bases and land count and found this great article... here are the conclusion for lazy lurkers. Number of lands Average CMC range Type of deck (percentages are for being on the play)18- 0.48-0.80 -Low-curve deck – You only need 1 or 2 lands to function, and you have no 3-drops in your deck19- 0.80-1.12 -Low-curve deck – You need 2 lands on turn 2 (97.7%) but would like 3 lands on turn 3 (76.5%) for some 3-drops20- 1.12-1.44 -Low-curve deck – You need 2 lands on turn 2 (98.3%) but would like 3 lands on turn 3 (79.6%) for some 3-drops21- 1.44-1.76 -Aggro deck – You need 2 lands on turn 2 every game (98.8%) but would like 3 lands on turn 3 (82.3%) for several 3-drops22- 1.76-2.08 -Aggro deck – You need 2 lands on turn 2 every game (99.2%) but would like 3 lands on turn 3 (84.7%) for several 3-drops23- 2.08-2.40 -Aggro deck – You need 3 lands on turn 3 in most games (86.8%); 4 lands by turn 4 (67.7%) is nice but not necessary24- 2.40-2.72 -Midrange deck – You need 3 lands on turn 3 in most games (88.7%); 4 lands by turn 4 is nice (71.3%) but not necessary25- 2.72-3.04 -Midrange deck – You need your 3rd land drop (90.4%) to function and want to hit your 4th relatively often (74.7%)26- 3.04-3.36 -Control deck – You need your 3rd land drops (91.8%) to function and want to hit your 4th relatively often (77.9%)27- 3.36-3.68 -Control deck – You need your 4th land drop (80.8%) to function and regularly want to hit your 5th (65.3%)

This is super usefull and uses both AVERAGE CMC of the deck and the specific land drop needs of the deck, and yeah big surprise 24 lands is the general sweet spot full article over here Frank Karsten :How many lands?

I`m trying to make some room for grasping dunes but I don´t know if the mana base can afford 4 colorless sources on this deck... and its pretty close... that land is great with Hapatra I´m 10-1 with negative counters and having a blast!

Yeah.... but IDK if one -1/-1 counter is worth...lossing one land, sometimes it might but In general I guess it don´t. Besides you end up lossing consistency on your sources.. I think sticking to the Westvale is enough land tech for the deck.And westvale is far better than that filthy desert.

9) Azorius Popcorn (Wintervoid's Monumental Lifegain list from lifegain challenge, built around Oketra's Monument, with edits to make it less focused on meeting requirements for the challenge and more focused on winning)

10) Azorius Aggro (Cardboardnomad's Life Comes At You Fast list from the lifegain challenge)

16) Dimir Vert Troll (Divinevert's control deck with Drake Haven. Got it in a PM when we were sharing ideas for Drake Haven decks. Don't believe I've ever lost with it. Soul crushing deck for opponents. Probably should be in the T1 lists, but not my preferred playstyle so I don't play it often - just when I feel like trolling. Never had an opponent stick around long enough to face lethal)

17) 4C Trials (Legend VD's trials/cartouches deck)

18) Monoblack Death (my midrange black list with some artifacts and graveyard recursion)

19) Simic Colorless Midrange (Legend VD's deck with a few card swaps)

20) Sultai Ramp (after getting too frustrated with my Simic Ramp list, I threw this together in a rush - wanting sweepers in my Ramp deck to reach lategame more consistently. Uses a couple Eldrazi creatures I haven't played with since their seasons. Surprisingly good for how quickly I built it)

25) Boros Doublestrike Trials (my hastily thrown together Trials/Cartouches deck - way too crowded in the 3CMC slot, but somehow manages to play better than it probably should, so haven't deleted it yet)

Without a doubt, my strongest deck is Geistramp. Weak against counter decks, about even against mill, but well above 70% against anything else I've come across in the past year and a half I've been playing it. My current version runs a bit more lifegain and card draw than it did a year ago, but it works against the current field. Early Planeswalkers can be a chore but the deck usually has little issue with them as the game progresses.

My second strongest deck is mono-Red aggro. Stupid deck, but very aggressive. Subtracts from 20 very quickly. An early sweeper can be brutal but it rarely is fatal.

The third strongest deck is Bantalicious, a Bant goodstuffs deck. All value creatures, great removal/answer cards, but heavily reliant on the 3-drop slot as most Bant decks are in Duels. Deck is weak early but gets very strong in the late game.

Really like this deck, does very well against the current unpredictable field in Duels. Durdely Counterspell decks, hasty decks give it some fits, but against everything else it just sits backs and wins off of either a really big Fall Geisted, several turns repeated attacking with manlands while your opponent watches helplessly, or via the Crushlock. Occasionally Ulamog shows up and mills them out but he usually eats a hard removal spell.

Pulse of Murasa used to be Grapple with the Past but I found the self-mill was not really needed that much and the extra lifegain from Pulse made up for the extra mana. I played against a white humans deck the other day and got him to concede after I had Pulsed 2 times and cast Nissa's Renewal 3 times...fun times.

Just a standard Bant list I would suppose. Value creature beatdown. I tried to not make the deck toooo reliant on the 3-drop slot but it is what it is. Unsubstantiate could be pretty much anything else but it has done pretty well for me. If I were to replace it it would be for more permanent removal of some sort.

Anyways, there you go. When the servers decide to come back up give it a go and let me know your thoughts.

So I was able to get some games in. Lost my first two matches (completely new to the deck and really didn't know how I should be sequencing things), but won the next 3. Did some fun things, like geistcasting an awakened Part the Waterveil (name?) for 2 extra turns and 2 6/6 lands. That was pretty awesome - wasn't even sure it'd work for 2 turns when I tried it.

Cool deck. Reminds me of fling-a-drake, where you're spending the whole game setting up and strategically staying alive, and them popping off out of nowhere for the win.

Cool deck. Reminds me of fling-a-drake, where you're spending the whole game setting up and strategically staying alive, and them popping off out of nowhere for the win.

Got some more games in and it def reminds me of fling-a-drake, but with more variety in paths to victory. Seems like every game I play, I discover a new cool trick the deck can do. Yesterday it was all about Commit // Memory shenanigans. Had 2 games where I had Ulamog in hand with mana to cast him but didn't even need to. Pretty weird feeling with that card...

Cool deck. Reminds me of fling-a-drake, where you're spending the whole game setting up and strategically staying alive, and them popping off out of nowhere for the win.

Got some more games in and it def reminds me of fling-a-drake, but with more variety in paths to victory. Seems like every game I play, I discover a new cool trick the deck can do. Yesterday it was all about Commit // Memory shenanigans. Had 2 games where I had Ulamog in hand with mana to cast him but didn't even need to. Pretty weird feeling with that card...

Yeah, it's surreal. Usually he's the best card in decks that run him. I just had another game where I had him with mana to cast but had better (lethal) plays. So different from ALWAYS cast if able. It's pretty crazy

Yeah, it's surreal. Usually he's the best card in decks that run him. I just had another game where I had him with mana to cast but had better (lethal) plays. So different from ALWAYS cast if able. It's pretty crazy

I hear ya...it's one of the reasons I miss Duels format. Coming up with zany, unusual decks and working around the restrictions of the format. Not something you have to deal with in Arena and the standard format.

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